[Chat] Improve code
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@ -11,8 +11,7 @@ namespace Components
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bool Chat::SendChat;
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std::mutex Chat::AccessMutex;
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std::unordered_set<std::uint64_t> Chat::MuteList;
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Utils::Concurrency::Container<Chat::muteList> Chat::MutedList;
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bool Chat::CanAddCallback = true;
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std::vector<Scripting::Function> Chat::SayCallbacks;
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@ -36,21 +35,13 @@ namespace Components
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++text;
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}
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std::unique_lock lock(AccessMutex);
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if (MuteList.contains(Game::svs_clients[player->s.number].steamID))
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if (IsMuted(player))
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{
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lock.unlock();
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SendChat = false;
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Game::SV_GameSendServerCommand(player->s.number, Game::SV_CMD_CAN_IGNORE,
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Utils::String::VA("%c \"You are muted\"", 0x65));
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}
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// Test whether the lock is still locked
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if (lock.owns_lock())
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{
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lock.unlock();
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}
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for (const auto& callback : SayCallbacks)
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{
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if (!ChatCallback(player, callback.getPos(), (text + 1), mode))
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@ -243,25 +234,34 @@ namespace Components
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}
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}
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void Chat::MuteClient(const Game::client_t* client)
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bool Chat::IsMuted(const Game::gentity_s* ent)
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{
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std::unique_lock lock(AccessMutex);
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auto result = false;
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const auto clientNum = ent->s.number;
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const auto xuid = Game::svs_clients[clientNum].steamID;
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if (!MuteList.contains(client->steamID))
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MutedList.access([&](muteList& clients)
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{
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MuteList.insert(client->steamID);
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lock.unlock();
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if (clients.contains(xuid))
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{
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result = true;
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}
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});
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Logger::Print("{} was muted\n", client->name);
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Game::SV_GameSendServerCommand(client->gentity->s.number, Game::SV_CMD_CAN_IGNORE,
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Utils::String::VA("%c \"You were muted\"", 0x65));
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return;
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return result;
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}
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lock.unlock();
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Logger::Print("{} is already muted\n", client->name);
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Game::SV_GameSendServerCommand(-1, Game::SV_CMD_CAN_IGNORE,
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Utils::String::VA("%c \"%s is already muted\"", 0x65, client->name));
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void Chat::MuteClient(const Game::client_t* client)
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{
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const auto xuid = client->steamID;
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MutedList.access([&](muteList& clients)
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{
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clients.insert(xuid);
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});
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Logger::Print("{} was muted\n", client->name);
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Game::SV_GameSendServerCommand(client - Game::svs_clients, Game::SV_CMD_CAN_IGNORE,
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Utils::String::VA("%c \"You were muted\"", 0x65));
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}
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void Chat::UnmuteClient(const Game::client_t* client)
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@ -269,18 +269,19 @@ namespace Components
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UnmuteInternal(client->steamID);
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Logger::Print("{} was unmuted\n", client->name);
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Game::SV_GameSendServerCommand(client->gentity->s.number, Game::SV_CMD_CAN_IGNORE,
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Game::SV_GameSendServerCommand(client - Game::svs_clients, Game::SV_CMD_CAN_IGNORE,
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Utils::String::VA("%c \"You were unmuted\"", 0x65));
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}
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void Chat::UnmuteInternal(const std::uint64_t id, bool everyone)
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{
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std::unique_lock lock(AccessMutex);
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MutedList.access([&](muteList& clients)
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{
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if (everyone)
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MuteList.clear();
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clients.clear();
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else
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MuteList.erase(id);
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clients.erase(id);
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});
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}
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void Chat::AddChatCommands()
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@ -360,7 +361,7 @@ namespace Components
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const auto* result = &Game::scrVmPub->top[1 - Game::scrVmPub->outparamcount];
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if (result->type != Game::scrParamType_t::VAR_INTEGER)
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if (result->type != Game::VAR_INTEGER)
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{
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// Garbage was returned
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return 1;
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@ -378,7 +379,7 @@ namespace Components
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Game::Scr_AddString(message);
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Game::VariableValue value;
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value.type = Game::scrParamType_t::VAR_OBJECT;
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value.type = Game::VAR_OBJECT;
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value.u.uintValue = entityId;
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Game::AddRefToValue(value.type, value.u);
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@ -18,8 +18,8 @@ namespace Components
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static bool SendChat;
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static std::mutex AccessMutex;
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static std::unordered_set<std::uint64_t> MuteList;
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using muteList = std::unordered_set<std::uint64_t>;
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static Utils::Concurrency::Container<muteList> MutedList;
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static bool CanAddCallback; // ClientCommand & GSC thread are the same
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static std::vector<Scripting::Function> SayCallbacks;
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@ -33,9 +33,10 @@ namespace Components
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static void CG_AddToTeamChat(const char* text);
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static void CG_AddToTeamChat_Stub();
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static bool IsMuted(const Game::gentity_s* ent);
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static void MuteClient(const Game::client_t* client);
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static void UnmuteClient(const Game::client_t* client);
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static void UnmuteInternal(const std::uint64_t id, bool everyone = false);
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static void UnmuteInternal(std::uint64_t id, bool everyone = false);
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static void AddChatCommands();
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static int GetCallbackReturn();
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